Over
the last couple of weeks I have played a couple of solo games pitting 2 bands
of pirates against each other using the newly published rules; On the Seven
Seas (OT7S) by Chris Peers (Osprey, 2014). I use these solo games to
familiarise myself with the rule mechanisms before introducing the rules to
other players in a club setting. Normally I would write a review only after a
few ‘opposed’ games with various other players, but the poor impression I
gained of these rules after the solo trial games means that they are unlikely
to progress to a club game.
So, why did OT7S rules not work for me? I suppose the USP
for the rules is the twin motivations for each faction; Fear and Greed. I think
this is a nice approach to use for piratical rules. I’m not sure dicing (D10)
for the initial values works, even allowing for re-rolls for low and high initial
scores. In both solo games the factions ended up with disparate values which
meant that one faction was much closer to routing (high Fear) and one faction
always moved first (high Greed). In fact, the second game I played I ‘fudged’
the issue and gave both factions identical starting values (i.e. 6) for both
motivations. Casualties can increase the Fear value, which can cause problems
if it exceeds the Greed motivation value by 2 or more, and can lead to the rout
of the faction if it reaches a value of 10. To off-set the motivation
differential, the ‘Officers’ can influence their men and those of the
opposition by dicing to reduce or raise the respective motivation values. It
did start to seem a bit silly because every turn the Officers would dice to
alter motivations, and it came down to the luck of the dice. Getting the Greed
motivation close to 10 precluded Fear being an issue for a faction, unless of
course it also reached 10, in which case you routed! Overall I think the
sliding motivation mechanism is a nice idea and could work if developed a bit
more. OT7S treats it in a too simplistic manner.
The greatest weaknesses of the rules are the over simplified
shooting and combat rules, together with the strange scaling used. The author
must play on very small gaming tables. Figures move 4” per turn, but muskets
only have a range of 8” (pistols a range of only 2”). Factions need to be at very
close quarters to engage each other. In one of my games musket armed figures
could not hit enemy targets on the other side of the village square! Also, if
you use a 6’x4’ table the factions take ages to get in to combat. All very odd,
but I suppose this could be fixed by simply doubling the distances given in the
rules. Muskets also appear to be rapid fire weapons with no reloading time,
they just blast away each turn (strange). The hit procedure is simply throwing ‘0’
on a D10. Targets in cover, officers etc. get a saving throw, otherwise the
target is KO’d. This is all too simplistic for my tastes. Hand-to-Hand combat
is no better, just opposed D10 dice rolls (with very few modifiers); if score
better by 2 or 3 then you force the opponent back, if better by 4 or more then you
kill him!
Essentially what I have described above are all the core
rules for land/boarding combat. They could have been written on the back of a
fag packet rather than contained in a 64 page book! The author does try to add
some colour by introducing a few additional characteristics for some figures in
a faction, but these only add pastel shades at best. The rest of the booklet
includes rules for ship to ship combat, which I have not played. They again
appear very simple and suffer from the same scaling problem e.g. short range
for cannons is 0-2”, and the damage inflicted seems entirely random (if your
opponent throws ‘0’ on a D10 then your ship blows up!). There also rules for a
basic campaign and a number of faction listings. Otherwise the rules booklet
has a number of excellent pictures (all reproduced from other Osprey
publications) and some photos of nicely painted pirate figures using North Star
Military Figures.
To conclude, I don’t think OT7S are the pirate rules
for me. They are far too simplistic, which is a shame because the dual
motivation idea is a good one. Generally I like ‘simple’ rules, not dominated
by multiple tables, factors and exceptional rules to cover all situations, but
I think the author of OT7S has gone too far. After I had set my table up, got
out my figures and played the game, I felt that I could have simply tossed a
coin (Heads I win, Tails I lose) and saved myself a couple of hours to achieve
the same result (with as much pleasure). I am slightly concerned that I have
not played in an opposed game, so maybe my impressions of OT7S are incorrect. I
would love to hear from any other gamers who have used these rules, especially
if you have found them satisfactory or better. Until then I think they will be
relegated to my stack of unused rules in the attic.
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